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Subject: Loose the luck element rss

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john plant
United Kingdom
Ledbury
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OK so your plot of land may be more fertile than your neighbours, and your networking skills well oiled so reflecting the cards you are dealt as you start to get the good life going in the game/real world.

But are we not meant to rely on our brain power to advance our selves through life?

So a variant I have not tried yet, but will, when I next persuade my gamey friends to try it.

So what is it?

Instead of dealling each player a secret hand of cards....
Turn over as a public pool 7 cards/player. All these cards are available to whoever gets them first

THEN......

Auction off the turn order in food to be paid at first harvest.

There you go.
Does that not sound interesting?
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Benjamin Kerenza
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Could you completely loose the luck by just signifying who is using which occ/minor with a coloured token effectively playing with a hand of identical occ/minors.

So two players could play the same card?

Unfortunately this would neutralize one of the things I think cards add to the game in that it alters the relative strength of different spots. If everyone can play seasonal worker then the DL spot retrains the same effective value to each player (This is in reference to my alteration I realise this would not be an issue with the OP).
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Chad Rathsack
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I'd only see this being interesting to people who have played the game enough to know how to value the auctioned cards. Anyone else would be lost and frustrated trying to figure out what to do and almost assuredly be at a disadvantage by taking bad cards, over-bidding food or even both.
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Evil Roy
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Re: Lose the luck element
stowfords wrote:
Turn over as a public pool 7 cards/player. All these cards are available to whoever gets them first


There are two obvious effects this would have:
1. Combos would be very difficult to put together. If a couple of cards combo really well then as soon as one is taken another player would (should) take the other one to prevent the first player getting a strong combination.

2. It would be much more difficult to plan a long term strategy as any card you based it around may get taken by someone else before you can get it.

If these consequences appeal to you then you may like this variant.


P.S. You may want to change "Loose" to "Lose" in the thread title.
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Tim Stellmach
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Yes, loose that luck! Unleash it! Set the luck free!
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Jason Adultman
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I tend to think that most people get through life through emotional reaction to random elements. Brains don't often factor in whistle
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Derakon Derakon
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I don't think a food auction works here, largely due to a lack of resolution -- players only have 3 food to bid with, and they presumably need 1 of those food to play the occupation they want. So the first person to bid 2 food goes first? And who goes second?

Also, 7 cards/player makes for a gigantic pool of cards to play, bigger than 2 of the standard placards in a 4P game. You'd probably be better served by having an occupations market like the power plant market in Power Grid -- some number of occupations that are biddable, and a similar number coming in behind them when the first lot get bought.

Ultimately, though, I have trouble thinking of a way to make a large, random, public occupations pool work out so that the first player who has some food doesn't get a significant advantage.
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Matt Shields
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Derakon wrote:
I don't think a food auction works here, largely due to a lack of resolution -- players only have 3 food to bid with, and they presumably need 1 of those food to play the occupation they want. So the first person to bid 2 food goes first? And who goes second?


I believe his suggestion is that the bid isn't actually paid until the first harvest. So I can bid as much as I want, and then it's just tacked on to what I have to pay to feed after round 4.

Still a valid question on the rest of the turn order though. You'd probably want to auction off the entire turn order. Unfortunately though, there would still be some advantage to bidding first. You almost need fractional food, but obviously that's impossible.
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Patrick McInally
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timstellmach wrote:
Yes, loose that luck! Unleash it! Set the luck free!


Fish in a barrel, Tim, fish in a barrel...

I'm surprised the Merriam-Webster hasn't just, uh, "updated" the definition of "loose" to coincide with common usage!
 
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Jason Gische
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I'm not convinced this wont have issues, but it sounds interesting enough to try. Give it a couple of tries and then report back.
 
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Geoff Burkman
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Sobriquet wrote:
timstellmach wrote:
Yes, loose that luck! Unleash it! Set the luck free!


Fish in a barrel, Tim, fish in a barrel...

I'm surprised the Merriam-Webster hasn't just, uh, "updated" the definition of "loose" to coincide with common usage!


New definitions for misspellings are unnecessary, that's why. whistle
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Patrick McInally
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MisterG wrote:
Sobriquet wrote:
timstellmach wrote:
Yes, loose that luck! Unleash it! Set the luck free!


Fish in a barrel, Tim, fish in a barrel...

I'm surprised the Merriam-Webster hasn't just, uh, "updated" the definition of "loose" to coincide with common usage!


New definitions for misspellings are unnecessary, that's why. whistle


...

it was a joke, MrG...
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Tim Stellmach
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Sobriquet wrote:
timstellmach wrote:
Yes, loose that luck! Unleash it! Set the luck free!


Fish in a barrel, Tim, fish in a barrel...

I'm surprised the Merriam-Webster hasn't just, uh, "updated" the definition of "loose" to coincide with common usage!

I am confident this will happen in my lifetime.
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David Larkin
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stowfords wrote:
Instead of dealling each player a secret hand of cards....
Turn over as a public pool 7 cards/player. All these cards are available to whoever gets them first

So that would be 35 occs and 35 minor's on the table to choose from. Doesn't seem workable to me.

I quite like the power grid type option though, although it would probably give the start player to great an advantage. Maybe three occs on display and 3 available to build, any not built get swept away at the end of the round and replaced by those on display and 3 new ones put on display. Maybe have two row on display one to come in in 2 turns to allow a little more planning
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James Klemm
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Sobriquet wrote:
timstellmach wrote:
Yes, loose that luck! Unleash it! Set the luck free!


Fish in a barrel, Tim, fish in a barrel...

I'm surprised the Merriam-Webster hasn't just, uh, "updated" the definition of "loose" to coincide with common usage!


This happens all the time.

Check out the definition of 'aggravate'.

smh
 
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Danny O'Donnell
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If you haven't tried one yet, I've found that a drafting variant for occupations and minors does a great deal to equalize the luck factor of entirely random hands, and is far less cumbersome than a pool of 50 or 60 cards.
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Alexander McKinney
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I think if you used a massive pool of cards it would just mean that the most experienced player(s) would crush less experienced players. Trying to explain why a certain occupation out of 28 was their best play would be difficult. That said I'd probably thoroughly enjoy a game like that... assuming I was okay with other players never wanting to play agricola again
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Derakon Derakon
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I suppose one way you could run a pool like this would be to randomly draw 15 occupations, then determine start player, then let each player in reverse turn order remove one of the occupations from the pool. That'd leave you with a pool of 10, i.e. the same number as there are major improvements, which is manageable. The player going first would still likely have an advantage, but the more obviously awesome cards wouldn't be available to them.
 
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Mi Myma
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I can't see how it would ever be a good idea to bid more than 2 food to go first, even if you didn't have to pay until the first harvest. Even if you didn't have to pay until the *last* harvest, it's still probably not worth bidding more than 4 food. This basically means you're exchanging the first-player advantage for a first-bidder advantage - and nothing is gained by that.
 
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